Files
itgmania212121/stepmania/src/ScreenSandbox.cpp
T
2002-11-19 22:55:51 +00:00

166 lines
3.7 KiB
C++

#include "stdafx.h"
/*
-----------------------------------------------------------------------------
File: ScreenSandbox.h
Desc: Area for testing.
Copyright (c) 2001-2002 by the person(s) listed below. All rights reserved.
Chris Danford
Glenn Maynard (OpenGL Code)
Lance Gilbert (OpenGL/Usability Modifications)
-----------------------------------------------------------------------------
*/
#include "stdafx.h"
#include "ScreenSandbox.h"
#include "RageDisplay.h"
#include <math.h>
#include "SDL.h"
#include "SDL_opengl.h"
#include "ScreenSandbox.h"
#include "ScreenManager.h"
#include "RageMusic.h"
#include "GameConstantsAndTypes.h"
#include "PrefsManager.h"
#include "Quad.h"
#include "ThemeManager.h"
#include "RageNetwork.h"
ScreenSandbox::ScreenSandbox()
{
rot = 0;
tX = 0;
tY = 0;
tZ = 0;
}
void ScreenSandbox::Update( float fDeltaTime )
{
rot += fDeltaTime * 360.f;
rot = float(fmod(rot, 360.f));
}
void ScreenSandbox::DrawPrimitives()
{
DISPLAY->FlushQueue(); /* do this before rendering directly */
/* If this is a sub-object (3d object within a 3d object), this won't
* actually do anything: */
DISPLAY->EnterPerspective(60);
DISPLAY->SetTexture(NULL);
DISPLAY->EnableZBuffer();
glColor4f(1,1,1,1);
glPushMatrix();
SetX(CENTER_X);
SetY(CENTER_Y);
/* By default, 0,0,0 is the center of the object, at the location the actor
* is set to. We have to translate away from the viewpoint (negative Z)
* to get away from the viewer (and in front of the near clip plane). */
glTranslatef (0,0,-5);
{ /* Standard ugly OpenGL lighting stuff. */
GLfloat mat_ambient[] = { 1.0, 1.0, 1.0, 1.0 };
GLfloat mat_specular[] = { 1.0, 1.0, 1.0, 1.0 };
GLfloat light_position[] = { 0.0, 0.0, 0.0, 1.0 };
GLfloat lm_ambient[] = { 0.3f, 0.3f, 0.3f, 1.0f };
glMaterialfv(GL_FRONT, GL_AMBIENT, mat_ambient);
glMaterialfv(GL_FRONT, GL_SPECULAR, mat_specular);
glMaterialf(GL_FRONT, GL_SHININESS, 100.0);
glLightfv(GL_LIGHT0, GL_POSITION, light_position);
glLightModelfv(GL_LIGHT_MODEL_AMBIENT, lm_ambient);
glEnable(GL_LIGHTING);
glEnable(GL_LIGHT0);
}
GLfloat sphere_diffuse[] = { 0.7f, 0.0f, 0.7f, 1.0f };
glMaterialfv(GL_FRONT, GL_DIFFUSE, sphere_diffuse);
GLUquadricObj *quadObj = gluNewQuadric();
gluQuadricDrawStyle(quadObj, GLU_FILL);
gluQuadricNormals(quadObj, GLU_SMOOTH);
glRotatef (rot, 0.0, 1.0, 0.0);
glPushMatrix();
glTranslatef (1,0,0);
gluSphere(quadObj, (tX+.25), (tY+8), (tZ+16));
glPopMatrix();
glPushMatrix();
glTranslatef (-1,0,0);
gluSphere(quadObj, (tX+.35), (tY+8), (tZ+16));
glPopMatrix();
gluDeleteQuadric(quadObj);
glPopMatrix();
DISPLAY->ExitPerspective();
DISPLAY->DisableZBuffer();
glDisable(GL_LIGHTING);
glDisable(GL_LIGHT0);
}
void ScreenSandbox::Input( const DeviceInput& DeviceI, const InputEventType type, const GameInput &GameI, const MenuInput &MenuI, const StyleInput &StyleI )
{
if( type != IET_FIRST_PRESS )
return; // ignore
switch( DeviceI.device)
{
case DEVICE_KEYBOARD:
switch( DeviceI.button )
{
case DIK_LEFT:
glTranslatef ((tX-.1),0,0);
break;
case DIK_RIGHT:
glTranslatef ((tX+.1),0,0);
break;
case DIK_UP:
glTranslatef (0,(tY-.1),0);
break;
case DIK_DOWN:
glTranslatef (0,(tY+.1),0);
break;
case DIK_T:
{
SDL_Event *event;
event = (SDL_Event *) malloc(sizeof(event));
event->type = SDL_QUIT;
SDL_PushEvent(event);
}
case DIK_ESCAPE:
{
SCREENMAN->SetNewScreen( "ScreenTitleMenu" );
}
}
}
}
void ScreenSandbox::HandleScreenMessage( const ScreenMessage SM )
{
switch( SM )
{
case SM_DoneClosingWipingLeft:
break;
case SM_DoneClosingWipingRight:
break;
case SM_DoneOpeningWipingLeft:
break;
case SM_DoneOpeningWipingRight:
break;
}
}